wined3d: Use wined3d_device_delete_opengl_contexts() in wined3d_device_uninit_3d().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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274b091c87
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b64d5474de
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@ -942,6 +942,87 @@ static void device_init_swapchain_state(struct wined3d_device *device, struct wi
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wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
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}
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static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
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{
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struct wined3d_resource *resource, *cursor;
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struct wined3d_context *context;
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struct wined3d_shader *shader;
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LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
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{
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TRACE("Unloading resource %p.\n", resource);
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wined3d_cs_emit_unload_resource(device->cs, resource);
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}
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LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
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{
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device->shader_backend->shader_destroy(shader);
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}
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context = context_acquire(device, NULL);
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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destroy_dummy_textures(device, context);
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destroy_default_samplers(device, context);
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context_release(context);
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while (device->context_count)
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{
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if (device->contexts[0]->swapchain)
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swapchain_destroy_contexts(device->contexts[0]->swapchain);
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else
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context_destroy(device, device->contexts[0]);
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}
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}
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static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
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{
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struct wined3d_context *context;
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struct wined3d_texture *target;
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HRESULT hr;
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
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device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
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{
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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return hr;
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}
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if (FAILED(hr = device->blitter->alloc_private(device)))
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{
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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device->shader_backend->shader_free_private(device);
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return hr;
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}
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/* Recreate the primary swapchain's context. */
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if (!(swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context))))
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{
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ERR("Failed to allocate memory for swapchain context array.\n");
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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return E_OUTOFMEMORY;
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}
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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if (!(context = context_create(swapchain, target, swapchain->ds_format)))
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{
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WARN("Failed to create context.\n");
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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return E_FAIL;
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}
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swapchain->context[0] = context;
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swapchain->num_contexts = 1;
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create_dummy_textures(device, context);
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create_default_samplers(device, context);
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context_release(context);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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struct wined3d_swapchain_desc *swapchain_desc)
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{
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@ -1094,9 +1175,6 @@ static void device_free_sampler(struct wine_rb_entry *entry, void *context)
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HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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{
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struct wined3d_resource *resource, *cursor;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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UINT i;
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TRACE("device %p.\n", device);
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@ -1104,12 +1182,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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if (!device->d3d_initialized)
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return WINED3DERR_INVALIDCALL;
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/* I don't think that the interface guarantees that the device is destroyed from the same thread
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* it was created. Thus make sure a context is active for the glDelete* calls
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*/
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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if (device->logo_texture)
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wined3d_texture_decref(device->logo_texture);
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if (device->cursor_texture)
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@ -1117,22 +1189,9 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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state_unbind_resources(&device->state);
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/* Unload resources */
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LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
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{
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TRACE("Unloading resource %p.\n", resource);
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wined3d_cs_emit_unload_resource(device->cs, resource);
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}
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wine_rb_clear(&device->samplers, device_free_sampler, NULL);
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/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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destroy_dummy_textures(device, context);
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destroy_default_samplers(device, context);
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context_release(context);
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wined3d_device_delete_opengl_contexts(device);
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if (device->fb.depth_stencil)
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{
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@ -1153,7 +1212,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
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}
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for (i = 0; i < gl_info->limits.buffers; ++i)
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
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}
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@ -4528,90 +4587,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
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}
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}
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static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
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{
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struct wined3d_resource *resource, *cursor;
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struct wined3d_context *context;
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struct wined3d_shader *shader;
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LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
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{
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TRACE("Unloading resource %p.\n", resource);
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wined3d_cs_emit_unload_resource(device->cs, resource);
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}
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LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
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{
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device->shader_backend->shader_destroy(shader);
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}
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context = context_acquire(device, NULL);
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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destroy_dummy_textures(device, context);
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destroy_default_samplers(device, context);
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context_release(context);
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while (device->context_count)
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{
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if (device->contexts[0]->swapchain)
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swapchain_destroy_contexts(device->contexts[0]->swapchain);
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else
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context_destroy(device, device->contexts[0]);
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}
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}
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static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
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{
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struct wined3d_context *context;
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struct wined3d_texture *target;
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HRESULT hr;
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if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
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device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
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{
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ERR("Failed to allocate shader private data, hr %#x.\n", hr);
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return hr;
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}
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if (FAILED(hr = device->blitter->alloc_private(device)))
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{
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ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
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device->shader_backend->shader_free_private(device);
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return hr;
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}
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/* Recreate the primary swapchain's context */
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swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
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if (!swapchain->context)
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{
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ERR("Failed to allocate memory for swapchain context array.\n");
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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return E_OUTOFMEMORY;
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}
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target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
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if (!(context = context_create(swapchain, target, swapchain->ds_format)))
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{
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WARN("Failed to create context.\n");
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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HeapFree(GetProcessHeap(), 0, swapchain->context);
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return E_FAIL;
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}
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swapchain->context[0] = context;
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swapchain->num_contexts = 1;
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create_dummy_textures(device, context);
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create_default_samplers(device, context);
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context_release(context);
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
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wined3d_device_reset_cb callback, BOOL reset_state)
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